Yellow cursor – When the cursor turns yellow, it means that Eve can walk to that location.

Blue cursor – This signifies that Eve can go on to the next scene. If you’ve already been to that location, you can double-click to fast-travel to the scene and skip watching Eve walk.

Green cursor – When the cursor turns green, it means that Eve can interact with an object or character.

Magnifying glass – This indicates that an area or item might be important. Click when you see the magnifying glass for more information. Note: Sometimes you should click on an area more than once to receive more information.

Keyboard shortcuts

Hold down SPACE BAR to make Eve walk faster.

Press the “F1” key to display the Help window.

Magic and Items

Open your inventory by clicking “Inventory” in the upper right of the screen. Access your magic spells by opening your inventory and clicking the Magic tab.

To use an item or spell on another object, click the inventory item or spell once to select it (you should now see it attached to the mouse cursor), scroll to the object you want to use it on, and click a second time.

To use an item or object on Eve, double-click it.

In other words, if you want to shrink Eve herself, double-click on the Shrink spell. If you want to shrink another object, click once on the Shrink spell to select it, then click on the object you want to shrink.

If Eve is tiny and you want to make her big again, just cast the Shrink spell a second time.

You can combine items in the inventory by selecting the first item, and clicking on the second inventory item you wish to combine it with

Conversations

Once you’ve already talked about a topic with someone, the text turns from white to yellow. Make sure you select all the dialogue options before ending the conversation.

The diary is literally a copy of all conversations in the game

WALKTHROUGH

A note about the screenshots: In general, items I’ve circled in green are either things that you can pick up, or people that you can talk to. Items circled in red are ones that you can examine. I’ve also marked the exits in blue so you can see where on the screen you have to click to go to a new location.

TUTORIAL

Farm House Entrance

Read the instructions about how to control Eve, then scroll your mouse over to the right side of the screen until you see the cursor turn blue and the words “Go to the front door” appeal across the top of the screen. Click to make Eve walk to the front yard.

Front Yard Items to examine: A window Items to take: An empty bucket Items to use: A pump; a bell Exits: Enter the house; Return to the farm entrance

Here you’ll learn about inventory items. Follow the prompt and click on the bucket that the giant green arrow is pointing to in order to pick it up. (Click on the bucket, then click on the Hand icon to add it to Eve’s inventory.) You can see what’s in your inventory at any time by clicking the Inventory button in the top right corner of the screen.

Follow the prompts again. Click on the Inventory button, click on the bucket to select it, then click on the red pump in the center of the screen. (You’ll know you’re in the right place when the words “a pump” appear.) Click on the pump to set the bucket down in front of it, then click the pump again select the Hand icon to pump water into the bucket.

Click on the large brown door to enter the farmhouse.

Farmhouse Hallway Items to examine: Eve’s Portrait; A Rose; Slippers Exits: Go Left through the doors; Go Right through the doors

Examine the three items with your magnifying glass, then take the left doors first.

Click on the bottle in the upper left and examine it twice to discover that it contains petroleum. Then click the Hand icon to pick it up.

Examine and pick up the statue to the right of the bottle.

Examine the row of plates, the row of tea cups, and the pie.

Finally, pick up the kitchen knife.

Scroll your mouse to the bottom of the screen until the cursor turns blue, then click to step away from the cupboard.

Return to the hallway, and go through the right doors.

Study Items to examine: skull; a necklace; Exits: Return to the hallway; Approach the study desk; Approach the family portrait

Examine the skull and necklace, then approach the family portrait.

Family Portrait Items to examine: a portrait of Eve’s mother; A portrait of Eve’s father Items to take: a medallion, a scroll Exits: Step away from the portrait

Examine Eve’s mother and father in the painting, then click on the medallion. When you do, the painting will move to the side to reveal a hidden compartment in the wall with a scroll in it. Take the scroll, then step away from the painting and approach the study desk.

Exit the study and the farmhouse and go back to the Farm House Entrance.

Farm House Entrance Items to examine: a sign; chicken Exits: Go to the backyard; Go to the front yard

Examine the sign and the chicken, then walk to the backyard.

Back Yard Items to examine: A wheel; A pickup truck Items to take: An old lamp Exits: Enter the work shed; Return to the farm entrance

Click on the workshed door to enter it.

Work shed Items to examine: Blueprints; a blackboard; a chair Items to take: Statue of the devil; a flashlight Exits: Exit the work shed; Approach the closet

It’s too dark in here. Follow the tutorial to learn about how to combine items in your inventory to make a working lamp. Then, re-enter the work shed.

Examine and take all of the items.

Once the Tutorial finishes, click “Close” to get rid of the window.

Open your inventory and double-click on the poem (it looks like a scroll) to read it.

The text reads:

Oh, my Maiden with hair so fair, Fairer even than the moonlight above, Come down to me, your loyal knight. For no dragons from the west, No monsters from the east, Not even the Devil from the depths of Hell May harm us while I hold you In my hands. Approach the closet.

Closet

The poem is a riddle about how you have to place the statues in a certain order in the closet. Start by picking up the three remaining statuettes, then study the poem closely for clues about which spots on each of the four shelves to place the six statuettes in your inventory.

Looks like the bridge has been destroyed. Examine the broken middle of the bridge. There’s nothing you can do here now, so go back to the cottage and talk to Fisherman Dejan again. A new conversation topic has opened up.

As Fisherman Dejan what happened to the bridge, then run through the rest of the dialogue options.

There’s nothing more you can do here for now, so retrace your steps back to the crossroad, and take the left sideroad.

Left Sideroad Items to take: A bell Exits: Return to the crossroads; Go along the path

Take the tiny bell along the path, then follow the left sideroad until you come to a village.

Village Entrance People to talk to: Karim; Konoba the Butler Exits: Exit the village; Go to the main square

Talk to Konoba the Butler, making sure to ask him about his wheel, and Eve’s father Ian. He suggests trying to find him in the city, but to get there we’ll have to fix the bridge.

Next, talk to Karim. He’s a bit grumpy and not much help.

Go to the main square

Main Square Exits: Approach the statue; Go to the blacksmith; Go to the tavern.

Approach the statue and examine it.

Statue Items to examine: Statue of a hero Exit: Step away from the statue

Examine the statue of a hero; it appears that the monster’s eye is missing.

Step away from the statue, and head left to the blacksmith’s.

Blacksmith Items to examine: A rock; a forge Items to take: Blacksmith’s gloves People to talk to: Kovac the Blacksmith Exits: Return to the main square

There’s a winged creature sitting on a rock here. Could it be the same one you rescued? Unfortunately you can’t interact with it, so examine the rock instead. Exciting!

Talk to Kovac the Blacksmith. Ask him to repair the wheel – it seems you need to get a coin somehow. Ask him about the creature to learn more about your little friend.

There’s only one place left to go: Head back to the village square, then walk right to the tavern.

In front of the tavern Items to examine: A sign Items to take: A bell People to talk to: Barmaid Hilge; Bobo Exits: Return to the main square; Enter the tavern

Take the bell.

Talk to Barmaid Hilge thoroughly until she gives you the hairpin. It looks like you’ll need to find the ruby that’s missing from the statue’s eye.

Next, talk to Bobo.

Enter the tavern.

Tavern Exits: Exit the tavern; Go to the tap-room; Approach the music box Items to take: Sleeping powder People to talk to: Milan

Talk to Bartender Faris. There isn’t much you can do right now, but at least you have some money! Go back to the blacksmith.

Blacksmith

Talk to the blacksmith again. A new conversation topic has opened up about the curse. Ask him about repairing the wheel again and he will do it now that you have a coin to hand over. The repaired wheel will automatically appear in your inventory.

Return to the village entrance.

Village Entrance

Talk to Konoba again, and select the new dialogue option, 3. “Here, I repaired your wheel!” He gives you a bell in return. Finish talking to him.

You should now have three bells in your inventory. Go back to the tavern entrance.

In front of the tavern

Talk to Bobo again, and select the new dialogue option that gives him the three bells. He tells you the order that you have to press the music box buttons in the tavern in order to fix it. Make note of the pattern, then go into the tavern. (You can ask Bobo to repeat the pattern at any time by simply talking to him again.)

Enter the tavern, and approach the music box.

At the music box

Press the buttons in the order shown in the screenshot above.

When you’ve entered the pattern correctly, the top of the music box will pop open. Click on the music box mechanism inside to take it.

Leave the tavern and go to the blacksmith.

Blacksmith

Talk to the blacksmith and select the new dialogue option, to ask him to fix the music box mechanism. You’ll have to hand over the hatpin that you got from Barmaid Hilge, and the second coin. Once you have the fixed mechanism in your inventory, head back to the tavern.

Tavern

Approach the music box, select the repaired music box mechanism from your inventory by clicking on it, and click it into the music box. Yay, it’s repaired!

Go to the Tap-Room, and talk to Bartender Faris. Select the new dialogue option, 3. “So, about that beer…” He’ll give you a beer.

Click on the key sitting on the bar. A dialogue will open… convince Faris to give the key to you.

Now, talk to Milan again. Give him the beer, and he’ll let you take the bottle of sleeping powder on the table.

Remember that statue at the crossroads that had the statue with the keyhole in it? Return there.

Crossroads

Approach the lock.

Open your inventory and select the gold key. Click on the keyhole to reveal a compartment. Take the ruby.

Go back to the village and approach the statue on the center of town. Place the ruby into the eye socket of the monster.

After you replace the ruby, Barmaid Hilge calls to you. Go and see her outside the tavern.

In front of the tavern

Talk to Barmaid Hilge, and she tells you that the townspeople have repaired the bridge.

Leave the village and go back along the right road, past the cottage, until you reach the bridge. You can now walk across it. (Click near the upper edge of the screen when the cursor turns blue.)

Enter the magic forest.

THE MAGIC FOREST

Forest crossroads Exits: Exit the magic forest; Go to the left; Go to the right

Take the right path first, and examine the large trunk blocking the path. You’ll have to find some wya to move it.

Go back to the crossroads and take the left path.

Forest – left path

Open your inventory and select the sleeping powder, then click on the fish in your inventory. You now have a fish mixed with sleeping powder.

Talk to Giant Burek. Read through all of the dialogue options, then select 3. “Would you be interested in this fish?” then “Here, take it.”

After Burek eats the fish, he’ll fall asleep. Click the bag around his neck to take Burek’s Magic Potion.

Open your inventory and double-click on the potion to use it.

Go back to the crossroad and you’ll see a sparkly area and a new path to take: Go Forward

The Witch Hut Items to examine: Magic staff x 4 Items to use: A pot People to talk to: Lepinya the Witch Exits: Return to the forest crossroads; Proceed along the path

Talk to Lepinya. Before she can help you, she wants you to find three plants. She gives you a map that you can look at by opening your inventory and double-clicking.

The three plants

Here are the locations of the three plants:

Plant #1: Forest Crossroads

Plant #2: Forest – Right Path

Plant #3: Crypt Entrance (read the next section for instructions on how to get the third plant.)

Outside the Crypt

Examine the bush in front of the crypt. You need something to help you get through the thorns.

Open your inventory and click on the blacksmith’s gloves.

Walk past the bushes once they’re cleared.

Crypt Entrance Exits: Leave the crypt entrance; Crypt Entrance

The plant is off to the left (see screenshot below).

Take the three plants back to the witch.

The Witch Hut

Talk to Lepinya and select the new dialogue option to give her the plants. She’ll give you a medallion,. Keep talking to her to learn what you must to in order to travel to the city. Make sure you read everything, including the “magic words.”

Exit to the right and go back to the crypt. Click on the door to approach the front door of the crypt.

The Crypt – Front Door Items to examine: Stone door; A skull on the wall; A guardian Items to take: A metal finger Exits: Leave the crypt; Enter the crypt.

Click on the Guardian to take the metal finger. You can also examine him, as well as the skull and crypt door.

Open your inventory and click on the metal finger, then click on the skull keyhole. The door to the crypt will open.

Enter the crypt.

The Crypt Items to examine: Strange lights x2 Exits: Exits the crypt; Go to the left; Go to the strange mirror

Walk up to the strange mirror.

The Strange Mirror Items to examine: A ceramic pot Items to use: A strange mirror Exit: Step away from the strange mirror

Click on the mirror, and speak the magic words, 3. “komisakomako”

Take the book of sorcery that appears on the table after you speak the correct magic words (you might have to move Eve out of the way to see it.)

When you have the book, leave the crypt and go back to the witch’s hut.

The Witch Hut

Talk to Lepinya and select the new dialogue option, 3. “I’ve been to the crypt.” She will teach you your first magic spell. Finish talking to her about how to get to the city. Let’s take her advice and take a look inside the pot before we leave.

Go back to the crypt’s main room (where the mirror and strange lights are), and this time head left.

It’s time to use your Shrink magic to pass through the tiny opening. Open your Magic menu by clicking the Inventory button, then clicking on “Magic,” and double-click on the Shrink spell to use it.

Now, click on the small opening to go to the hidden room.

Hidden Room Exits: A sarcophagus close up; Go back

Click on the sarcophagus to zoom in on it.

Sarcophagus Puzzle

Remember the pattern in Lepinya’s pot? You have to rotate the symbols on the sarcophagus so that the symbols match.

Scrolling your mouse over the left side of the puzzle with allow you to rotate the circles to the right; while scrolling your mouse over the right side of the puzzle will let you rotate the circles to the left.

The gold ball in the cauldron refers to the nob in the center of the circles.

Using pot orbs as a guide, rotate the circles until they mimic the design (see screenshot). Once an orb locks in place, it will no longer move.

After a cutscene, you’ll find yourself in the portal chamber.

Portal Chamber Entrance Exits: Go back to the crypt; Go to the man; Go to the giant; Go to the painter

Let’s visit “the man” on the left first.

The Man (Melvis) Items to examine: A portal; Weird-looking gramophone People to talk to: Melvis the Duke Exits: Return to the Portal Chamber entrance

Talk to Melvis thoroughly. You’ll learn that he wants a particular medallion, and has the city medallion that you want. Click on the medallion in your inventory (the one that looks similar to your father’s) and click it on Melvis to give it to him. In return, he gives you the city medallion.

Next, go to the painter.

The Painter Items to examine: A painting; Painting equipment Items to take: A screw People to talk to: Lizzard Exits: Return to the portal chamber entrance

Talk to Lizzard thoroughly.

Go to the giant.

Approaching the Giant Items to take: A screw Exits: Return to the portal chamber entrance; Go to the giant

In the hallway before you approach the giant is a tiny screw for you to pick up.

The Giant People to talk to: Kyfla Exits: Return to the portal chamber; Go to the portal guardian

Talk to Kyfla thoroughly. Make sure you select the dialogue option where you hand over the two screws from your inventory. In return, he’ll give you a SAT1123 rock.

Exit to the right to approach the portal guardian.

Portal Guardian

Talk to Unit 52 (the portal guardian) and show him your medallion to the city. You’ll be transported there.

THE CITY

Main Square Exits: Go to the library; Go to the fountain

Go left to the library.

Library Entrance Exits: Main square; Enter the library; Go to the street

Enter the library.

Library – Lounge

Click along the bottom of the screen to walk further into the library.

Library Items to examine: A bookshelf Exits: Return to the lounge; A broken shelf; Proceed to the table

Proceed to the table.

Library – Table Items to examine: Librarian’s book People to talk to: Ferofka the Librarian Exits: Leave the table

Talk to Ferofka until she gives you the worn out ball.

Leave the library, and go to the fountain.

Fountain Items to examine: A wheel; A chariot People to talk to: Petar the Driver; Willy; Harry Exits: Proceed to the street; Main square

Talk to either Harry or Willy (both boys will say the same things) to give the boys their ball back. You’ll get the wheel in return.

Take the wheel back to Ferofka at the library.

Library – Table

Talk to Ferofka again, then talk the Librarian’s Book on her desk.

Exit the library and go back to the fountain. Take the north exit called “Go to the street.”

Walk past the butcher for now and continue along the street to the next screen where you’ll see a man playing a guitar. On the left is the flower shop. Click the door to enter.

Flower Shop

You can examine the row of flowers along the left, the flower pots along the back wall, and the big blue flower in front of Tratincica.

Talk to Tratincica. He’ll give you a rose. When you give him the librarian’s book, he’ll reward you with the Marishka Hladnis.

Library – Table

Return to the library and talk to Ferofka again. She gives you a gold coin and finally lets you read the Encyclopedia.

Go back to the main room of the library, and go to the broken bookshelf.

Click on the bookworm to be treated to one of the most annoying sound effects in the history of videogames! Other than that, there’s not much else you can do here.

Leave the library.

At this point, you can head north up the street and talk to Betty and Omero if you want, but there’s nothing you can actually do there.

Go back to the fountain, then head north up the street. Stop at the butchers.

Butcher’s

Talk to Argovth the Butcher. His meat is spoiling because he has nothing to keep it cool with. You end up giving him the Marrishka Hladnis plant from your inventory and he says he’s indebted to you. This will come in handy later on.

Head north along the street and stop in front of the flower shop. Talk to Frula the musician, and give him a coin to learn more about Isaac.

Head north and continue along the street.

Path

The path takes you out of the city. Along the pathway you see… a broken Cadillac?? Click on the Cadillac and select the Hand icon to add a broken car part to your inventory. Continue along the path to the right.

Mansion – Gate

Examine the dog barking at the gate. If only you had something to give him…

Return to the city, and head over to the butcher’s stall.

Butcher’s

Talk to Argovth again and he’ll give you a bone for the dog. Return to the mansion. Open your inventory and click on the bone, then click on the dog. The gate swings open. Click on the gate to enter the courtyard.

Villa Items to take: Boxes People to talk to: Betty the Maid Exits: Return to the courtyard; Go to the backyard.

Approach the entrance to the villa, and talk to Betty the maid. She asks you to talk to Omero for her.

Before you leave, click on the boxes to take a bottle of rum.

Go back to the city center, and head north of the library to the alleyway where Omero and the other Betty are.

Betty and Omero

Talk to Omero and give him the rose. In return, he gives you a letter to take to Betty the Maid. Go back to the villa one again.

Villa

Talk to Betty and give her the letter. She opens a window for you.

Instead of returning to the courtyard, click the top left part of the screen to go to the backyard.

Villa – Backyard Items to examine: A window; Ivy; Fertile soil Exits: Return to the entrance to the villa

You can’t do anything here for now, so go back to the fountain and talk to Petar the chariot driver.

Fountain

Ask Petar to take you to the lighthouse. You’ll arrive near the dock. Click on the dock to walk there.

Dock – City side Items to examine: A control panel Items to use: A wagon People to talk to: Sailor Jim, Sailor Tom Exits: Return to the chariot

Talk to either of the fishermen, and hand over the rum. The mechanism needs to be fixed before you can use the wagon.

Open your inventory and select the carburator, then click it on the control panel. Voila!

Talk to the sailors again.

Now, click on the wagon to use it to travel to the other side of the lake.

Talk to Mikhail, then go up the stairs to the lighthouse and enter it.

Lighthouse

There are three symbols here that you can rotate. Click once on the bottom symbol (the crystal will turn yellow), then click once on the left-most symbol. The crystal should go dark. Ugh oh. Better go and tell Mikhail.

Dock – Lighthouse Side

After you tell Mikhail that the lights are off in the lighthouse, he’ll storm away. Now you can pick up the Veronika Veronika plant on the dock. Click on the wagon to head back across the lake.

Once you’re back on the other side, talk to Petar the driver and ask him to take you back to the city.

Back in the city, head to the florist’s and talk with Tratincica again. He gives yu some magic beans in return. Head back to the villa, and around to the backyard where the open window and ivy are.

Villa – Backyard

Open your inventory and click on the magic beans, then click on the patch of fertile soil on the grass.

Aha! Click on the magic beanstalk that sprouts up to climb up into the window.

When done correctly, the safe will pop open (see the screenshot below)

Take the letter and the horn inside the safe.

Go back to the city center, and ask Petar the Driver to take you to see the Count.

COUNT’S TOWER

Walk through the gate, then click on the tower to approach it. As Eve walks across the chasm, she’ll summarize what she has learned so far. When you reach the massive gate, open your inventory and double-click on the horn. The gates will swing open. Enter the tower.

Count’s Tower – Interior

There’s only one exit here: Forward towards the elevator.

Elevators

There are four elevators here, one of which is raised off the floor. Enter the first elevator, which will take you to a library

Go back to the main part of the hut, and click on the door in the upper right to exit.

Click in the upper right to cross the bridge going towards the second hut.

Approaching the Right Hut Exits: Enter the right hut; Go left; Go to the left hut.

Enter the right hut.

Right Hut (Rales Ka) Items to examine: A symbol on the wall. Items to take: Crystal People to talk to: Rales Ka Exits: Exit the hut

Take the pink crystal on the table. You can try to talk to Rales Ka, but you won’t get very far.

Exit the hut by clicking the lower left corner of the screen. Once you’re outside, click the lower left corner of the screen again to continue down the walkway.

You’ll arrive at a glowing pink hut. Enter it.

Glowing Pink Hut Items to examine: A table; A strange symbol; A strange light; A strange device Items to take: A controller Exits: Exit the hut; Approach the device

Take the controller from the table. Open your inventory, click on the first crystal, then click on the controller to fit the two items together. Fit the second crystal into the controller as well. Now, approach the device in the hut for a closer look.

Open your inventory and click on the controller, then click it onto the device (see screenshot).

There are two rows of smaller buttons, with a large button on either side. The two large buttons rotate the device, and the smaller buttons cause parts of it to extend or retract. To solve the puzzle, all of the parts must be extended.

Talk to Rales Ka thoroughly, then open your inventory and double-click on your father’s medallion to use it.

DRAGON CAVE

Cave entrance

You find yourself in a cave. You can examine a couple of the crystals on the wall. Click forward to approach the crossroads.

Crossroad

There are left and right exits here. Go to the left.

Left Path

There are two chambers here, a left and a right. Go to the right one and you’ll approach a safe.

Left Path – Right Chamber – Safe

Open your inventory, click once on your Blizzard spell, and click on the padlock. Click on the padlock a second time to open the safe. Take the helmet inside.

Head back out to the crossroads, and take the right path.

Right Path Items to take: Shield People to talk to: Misho; Mate Exits: Go deeper into the cave; Go back to the crossroads

Talk to either Misho or Mate to learn about what you must do next.

If you continue deeper into the cave, you’ll encounter an impenetrable wall of fire. Instead, go back to the crossroads, take the left path, and take the left path to head down to the water.

Click on the machine hooked up to the two hoses near the water to zoom in on a valve puzzle

Valve Puzzle Turn the two valves in the order shown above (leftmost valve, then second-from-left).

The water will drain to reveal a suit of armor. Open your inventory, click the Magic tab, and click once on your Telekinesis spell to select it, then click on the Armor.

Right Path

Return to the room where Misho and Mate are. Pick up the shield in this room if you haven’t already.

Open your inventory, and combine the Armor, Shield and Helmet. Now you have a complete set. Double click on the suit or armor to wear it.

Now you can walk deeper into the cave and walk through the fire.

She-Vatram’s Cave

You’ll find yourself standing before another dragon.

Take off your armor by double-clicking it in your inventory, then talk to She-Vatram.

Talk to the dragon thoroughly, and give her the egg. She’ll tell you what you have to do next. Once you’re finished, you can click on the exit behind her wing to leave the cave.

Leave the mine and enter the swamp.

THE SWAMP

Giant Mushrooms Items to examine: A huge mushroom Exits: Leave the swamp; Continue along the path Straw Cabin Items to examine: A small mushroom Items to take: A plant; A fish People to talk to: Martin Exits: Return to the huge mushrooms; Go behind the straw hut; Approach the dock

Take the plant and the fish.

Talk to Martin, and he’ll fill you in on a few problems you need to help him with.

Then, go back to the straw hut and walk around behind it.

Huge Tree

Pick up the large acorn at the foot of the tree.

Go back to the swamp entrance in the screen with the huge mushrooms. Open your inventory, click on the empty acorn and click on the spot on the giant mushroom stalk that’s oozing sap to fill the acorn with sap.

Open your inventory and combine the plant with the acorn cup to create a glue kit. Go to the dock.

Dock Items to examine: Sunken boat; Boat; Items to take: Rope

Grab the coil of rope that’s sitting there.

Use the glue kit on the boat.

Go back and talk to Martin. He gives you a hook, and goes to stand by the dock. Talk to Martin again to get into the boat and go out onto the lake.

Then, use your Telekinesis magic to pick up a barrel and place it on the elevator platform (the platform and barrels are both circled in red). Do this with the other two barrels as well. When you’ve finished, the elevator will raise with Eve on it.

Follow the path towards the Ziggurat.

ZIGGURAT

Brozz the Giant

Talk to Brozz.

Open your Magic tab and double-click on the Shrink spell to Shrink Eve. Then talk to Brozz again.

Brozz’s Mouth

Walk further into Brozz’s mouth. Behind his back left molar, you’ll see the bone shard. Click on it to pull it out. Click on the bottom of the screen to leave Brozz’s mouth.

Double-click on the Shrink spell again to return Eve to her normal size.

Talk to Brozz thoroughly, until he opens a bridge for you to enter the Ziggurat.

Broken Bridge

You find yourself faced with a second broken bridge. The only thing connecting the two sides is a single wire.

Double-click on your Shrink spell to shrink Eve. She’s now small enough to walk across the wire. Click on the other side of the platform to make her walk across.

Pillars Puzzle

There are four pillars here, and they each contain a panel with three colored lights: Green, Yellow and Blue.

Rotate each of the panels so that the green light is on top (two of the panels are like this already, so you only need to rotate the other two.)

When you do it correctly, beams of colored lights will connect all four pillars.

Step onto the platform in the center and it will lower you to a new area.

Crossroads Exits: Return to the path (goes to the elevator; Go forward; Go to the let; Go to the right

Walk along the path until you reach a four-way crossroad. Here you’ll meet Alfred the Butler. Talk to him thoroughly.

Examine the broken robot, pick up the robot’s broken arm and leg off of table, take the torn part of the plan on the floor near Alfred, and talk to Alfred.

Exit the room and go back to the crossroads. Go forward (north).

Library Items to examine: A stack of books; A work desk; A bookshelf; A plant in a pot Items to take: A torn part of the plan People to talk to: Alfred Exits: Return to the crossroads; Go through the passage

Take the torn plan piece from the table, and talk to Alfred. Then, go back to the crossroads and take the left passage.

Left Room – The Great Engine Items to examine: A repairing slot; A plans slot; A large pile of crystals; Large heap of gold dust; Huge conduits Items to use: A red button; A green button; A blue button; A yellow button; A purple button Items to take: A torn part of the plan People to talk to: Alfred Exits: Return to the crossroads

Take the third and final torn part of the plan. Open your inventory and fit the three pieces together.

Click on the robot plan to select it, then click on the plan panel (the highlighted panel to the right of the repair slot).

Take the robot arm from your inventory and place it in the repair slot.

Press the yellow button, then the purple button.

Take the repaired robot arm from the slot.

Now take the robot leg and put it in the repair slot. Press the green button, then the purple button. Take the repaired leg.

Leave this room and go back to the right passage to the room with the deactivated robots.

Right Room – Deactivated Robots

Click on the arm in your inventory and click on the broken robot to replace his arm. Do the same thing with the leg.

Now talk to Android-234 mark 3 thoroughly until you receive a key.

Go back to the crossroads, take the north passage and go through the library to the large doors.

Use the key on the big doors to pass through.

Hologram Passage Items to examine: Hologram of the planets People to talk to: Alfred Exits: Return to the passage; Go to the left passage; Approach the massive doors; Go to the right passage

Talk to Alfred. He isn’t much help. Head along the left passage, and approach the statue.

Left Passage – Statue

Get as close as you can to the statue, and take the golden rose she’s holding.